float4x4 wvp:WORLDVIEWPROJECTION;

Texture2D diftex;
SamplerState defss
{
	Filter = MIN_MAG_MIP_LINEAR;
	AddressU = Wrap;
	AddressV = Wrap;
};

void MyVS(float4 pos:SATT_POSITION, float3 normal:SATT_NORMAL,
	float2 tc:TEXCOORD0,
	out float4 opos:SV_POSITION, out float4 ocol:COLOR,
	out float2 otc:TEXCOORD0)
{
	opos = mul(pos, wvp);
	ocol = float4(1,1,1,1);
	otc = tc;
}

float4 MyPS(float4 pos:SV_POSITION, float4 col:COLOR, float2 tc:TEXCOORD0):SV_Target
{ 
    return col * diftex.Sample(defss, tc);
//return col;
}

technique11 MyTechnique
{
    pass P0
    {          
		SetVertexShader(CompileShader(vs_5_0, MyVS()));
		SetPixelShader(CompileShader(ps_5_0, MyPS()));
    }
}
